Zealots are fanatical in their pursuit to fight evils and undeads. Zealot is not only about a religion, it is a way of living. Monk can use this style to fight her enemies. Her fanatical way allow her to unleash a spell with each strike making even bigger impact on vile enemies! Damroll - very good Hitroll - very good Damdice - good Defense - good Attacks - good
Dependencies:Zealots focus to fight evil enemies and undead. This allows them to increase damage done by their melee attacks by up to 20% to evil and undead . Evil undead are affected by both increases.
Dependencies: zealot + advanced no rest for the wickedZealots are fanatics and do not let anything to stop them. They don't believe in luck and curses are just something they need to overcome. This causes Zealot lesser chance to fail if they are affected by such affect, provided this skill itself overcomes the curse. It also has chance to remove cursing effects over time.
Dependencies: improved zealot + advanced shield of fanaticZealots not just do more damage against undead and evil enemies. They also take less damage from them. Decrease damage from evils and undead by 10% (up to 20% if enemy is both).
Dependencies: extended zealot + advanced fanatic to the endZealots no longer trigger dispel evil with their attack as it is way too weak. They now unleash a much powerful spell, holy word, with each strike.
Dependencies: enhanced zealot + advanced hands of faithZealots have not forgotten their faith. Zealot damage done increases with damroll.
Dependencies: advanced zealot + eternal holy war + divine undead slayer + advanced fanatic mindMonks, or rather Zealots, increase damage done to evil and undead enemies despite the style they use. Increase damage done to evil and undead enemies by 1%. As always, enemies that are both evil and undead suffer from both sides. This skill got to be activated, and then all wicked skills, if learned will work as well. The side effect is, that monk is focusing all his faith and power to destroy the wicked, this reduce the healing she does to nearly zero.
Dependencies: zealotIncrease damage to both undead and evil enemies by additional 1%
Dependencies: no rest for the wickedIncrease damage to both undead and evil enemies by additional 1%
Dependencies: improved no rest for the wickedIncrease damage to both undead and evil enemies by additional 1%
Dependencies: extended no rest for the wickedIncrease damage to both undead and evil enemies by additional 1%
Dependencies: enhanced no rest for the wickedZealot reduce damage taken from evil or undead enemies by 3%. Enemies that are both are affected by both, making the reduction 6%.
Dependencies: advanced no rest for the wickedAdditional 3% reduction.
Dependencies: no pain from the wickedAdditional 3% reduction.
Dependencies: improved no pain from the wickedAdditional 3% reduction.
Dependencies: extended no pain from the wickedAdditional 3% reduction.
Dependencies: enhanced no pain from the wickedCombines effect of detect undead and detect alignment and detect poison.
Dependencies: improved zealotAdditionally provides sense life.
Dependencies: eye of fanaticAdditionally provides detect invisiblity.
Dependencies: improved eye of fanaticAdditionally provides infravision.
Dependencies: extended eye of fanaticAdditionally provides enahnced senses.
Dependencies: enhanced eye of fanaticPowerSermon is same as Sermon, just more powerful.
Dependencies: improved zealotEach upgrade increases the effectivness of this skill.
Dependencies: powersermonEach upgrade increases the effectivness of this skill.
Dependencies: improved powersermonEach upgrade increases the effectivness of this skill.
Dependencies: extended powersermonEach upgrade increases the effectivness of this skill.
Dependencies: enhanced powersermonSpell damage done is increased by 1% to evil and undead enemies. As always, enemies that are both evil and undead suffer from both sides.
Dependencies: advanced no pain from the wickedAdditional 1% spell damage taken from Zealot.
Dependencies: no life for the wickedAdditional 1% spell damage taken from Zealot.
Dependencies: improved no life for the wickedAdditional 1% spell damage taken from Zealot.
Dependencies: extended no life for the wickedAdditional 1% spell damage taken from Zealot.
Dependencies: enhanced no life for the wickedPierce hidden movement of evil and undead creatures. No more surprises from the wicked.
Dependencies: advanced eye of fanaticAgainst evil or undead enemies there is 10% chance that spell will bypass enemy magic mirror,, blinking and similar spells, except divine protection. Each upgrade increases this chance by further 10%. As always, enemies that are both evil and undead suffer from both sides.
Dependencies: advanced no life for the wickedAdditional 10% chance.
Dependencies: no mercy for the wickedAdditional 10% chance.
Dependencies: improved no mercy for the wickedAdditional 10% chance.
Dependencies: extended no mercy for the wickedAdditional 10% chance.
Dependencies: enhanced no mercy for the wickedUndead and evil creatures will not be granted another chance, should they have the ability, when hit by the zealot.
Dependencies: advanced no mercy for the wickedUndead and evil creatures will never be given new life when struck by Zealot.
Dependencies: no future for the wickedWhen trying to hit an enemy that is undead or evil, the zealot counts her hitroll as being higher than it actually is, making it easier for her to hit her enemies. Enemies that are both evil and undead trigger the bonus from both properties.
Dependencies: improved no future for the wickedUndead and evil creatures become afraid of Zealot, increasing their chance to miss Zealot. This effectively decreases their hitroll when attacking the zealot. Enemies who are both evil and undead suffer the effect twice.
Dependencies: extended no future for the wickedThe wicked have truly no future when fighting the zealot. They suffer increased damage depending on how wounded they already are, no extra damage if not wounded and going up to 10% extra damage when almost dead. Enemies that are both undead and evil suffer the effect twice, once for being undead and second time for being evil.
Dependencies: enhanced no future for the wickedZealots are feared by those who do not believe. Their influence is so strong that when they are about to become a martyr, their sacrifice moves the heart of their enemy and triggers a forced conversion deep in enemy's heart, below their consciousness. Converted enemy succumbs to an internal struggle and does not fight at full power. While zealot is a harbinger of faith, she suffers several side effects, such as death dance or song of death doing increased damage to monk (or group, in case of group song). While this mode is active, once monk enemy reach 20% of their health, the creature is force converted and its internal struggle cause it to take 5% more damage from all sources.
Dependencies: extended zealotEnemy is converted at 30%.
Dependencies: harbinger of faithEnemy is converted at 40%.
Dependencies: improved harbinger of faithThe side effects are reduced.
Dependencies: extended harbinger of faithEnemy also does 5% less damage.
Dependencies: enhanced harbinger of faithZealots refuse to accept death as something that can stop them, they know they will get rewarded for their deeds, which makes their will pretty much unbreakable. Zealots are much harder to scare away from fight.
Dependencies: advanced harbinger of faithDespite their faith and beliefs, death can come. Zealots however refuse to succumb to death's call without having their last call heard. Target of Zealot's spiritual link gets fully healed when the Zealot dies.
Dependencies: fanatic to the endZealot's target of spiritual link gets another chance once the link is forcefully broken.
Dependencies: improved fanatic to the endWhen a zealot dies, her righteous fury transferred through spiritual link, giving link target short-time buff, which increase damage done and reduce damage received.
Dependencies: extended fanatic to the endZealot's death triggers another chance to whole group upon his death. Should there already be one, it's duration is restored.
Dependencies: enhanced fanatic to the endZealot can also bring masses together. Zealotry is group enchant, which causes several effects if one of party members dies. If the party member dies before their own eyes, each member witnessing this gets a buff called an Righteous Anger. It increase drastically maxhit, maxmana and armor for one round. Should more party members die, the righteous anger lasts one extra round for each dying party member.
Dependencies: advanced fanatic to the endHoly Group, Crusaders and Holy Light no longer drops once any group member dies. It instead refresh their duration to full.
Dependencies: zealotryRighteous Anger now last 2 combat rounds per death.
Dependencies: improved zealotryRighteous Anger buff also increases hitroll and damroll.
Dependencies: extended zealotryRestore some health and mana once the group member die.
Dependencies: enhanced zealotryZealots can hit multiple enemies with Hands of Faith. Hands of faith also build up a surge which allows the zealot to hit all enemies with melee attacks as long as surge lasts.
Dependencies: enhanced zealotReduce slightly delay after Hands of Faith.
Dependencies: hands of faithThe surge now last two combat rounds.
Dependencies: improved hands of faithReduce move cost of your melee attacks.
Dependencies: extended hands of faithSurge now builds up when zealot uses Hands of Faith while she already has a surge. This way she can build up longer-lasting surge and then do something else while the surge lasts.
Dependencies: enhanced hands of faithFanatic Mind is slightly improved version of combat mind, except it has two additional effects: it further increase Zealot mind resist and while the Zealot has this enchant, there is a chance over time that negative mind-affecting effects will be spontaneously dispelled.
Dependencies: advanced zealotryIncreases the chance of spontaneous dispel of mind-affecting negative enchants, making them disappear faster.
Dependencies: fanatic mindIs much harder to get dispelled.
Dependencies: improved fanatic mindAlso grows with Zealot level.
Dependencies: extended fanatic mindChance to cleanse mind affecting debuff is even bigger.
Dependencies: enhanced fanatic mindZealots are strong willed and do not stop at anything. They can declare a holy war during fight, causing whole group to take drastic measures during the fight. During holy war, you cannot retreat, recall, seek a shelter, declare peace or be summoned away. You fight until the end. You kill or get killed. Holy War increase number of attacks by 1 for all affected.
Dependencies: advanced hands of faithManacost to 300 and shorter delay.
Dependencies: holy warAfter winning Holy War, gain massive regeneration to move.
Dependencies: improved holy warAfter winning Holy War, gain massive regeneration to mana.
Dependencies: extended holy warAfter winning Holy War, gain massive regeneration to health.
Dependencies: enhanced holy warYou don't die at 0% during Holy War, not even at -10% as many can keep spirit bonded to the body. During Holy War you die at -20% and for enemy it seem as you have 10% more health than you currently have, making it harder to finish you off. But that is not all. If enemy is evil or undead, the others will fear your ongoing crusade, making other "friends" ignore pleads for help.
Dependencies: advanced holy warTurn undead cannot fail against undead enemies.
Dependencies: advanced zealot + advanced no future for the wickedMelee attacks do 10% additional damage against undead.
Dependencies: undead slayerSkills do 5% additional damage against undead.
Dependencies: improved undead slayerSpells do 10% additional damage against undead.
Dependencies: extended undead slayerReduce enemy resistance by 100. Enemy's resistance itself is not reduced as such, only effect of this resistance as it is applied to zealot's attacks, skills and spells are reduced. The resistance is reduced by 100 points on average, but for very high resistance values (700+) the effect is progressively smaller and completely vanishes if enemy is totally immune zealot's attack.
Dependencies: enhanced undead slayerAfter slaying undead creature Zealot gets buff, which can stack up to eff/20 time. Undead enemies take additional 3% damage from Zealot per bonus level.
Dependencies: advanced undead slayer